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Trial-DUNGEON

RPG progression authority: 23 stats, 84 perks, a unified magic tree, and an endless procedural Trial Dungeon. NeoForge 1.21.1.

Автор: eladiouf2481обновлён 13 июл. 2026 г.
ПриключенияМеханики игрыМагия

Описание

STAT Mod

A complete RPG progression authority for NeoForge 1.21.1 — stats, XP, perks, a unified magic tree, and an endless procedural Trial Dungeon.

STAT Mod skill tree

⚔️ Core Features

23 Stats & 84 Perks

  • 14 active stats (Strength, Agility, Vitality, Forging…) each with 6 perk tiers — 84 perks total
  • 8 magic stats powering a unified magic economy (magicPoints + stat gates)
  • XP from combat, defense, and non-combat activities (mining, crafting, farming…)
  • Full GUI: stat tabs, talent tree panel, cosmetic screens

🏰 Trial Dungeon

An endless procedural dungeon dimension with 100 rotating themes across 10 arcs:

STAT Mod Trial Dungeon architecture map rendered from its Java sources

The 4K architectural overview above is generated from the real Floor 0 coordinates, the 20-room floor route, objective cadence, vertical offsets, chapter definitions, and floor spacing used by the mod.

Trial Dungeon encounter

  • Serpentine room-chain floors, giant open-sky boss arenas, treasure vaults
  • Predefined boss roster (40+ bosses) summoned at altars
  • Dungeon Rush: kill combos, jackpots, flawless-floor bonuses, personal records
  • Points economy: kills and floor conquest award dungeon points, then the Floor 0 exchanger or /dungeon convert [amount] converts them into spendable physical FDP_cfa currency
  • Secret rooms, ultra-secret sanctuaries with unique relic weapons, command-block traps
  • Team-based co-op conquest (FTB Teams) with shared unlocks and assist points
  • Mage mobs with real caster AI: kiting, spell telegraphs, squad cohesion, cast interruption counterplay

Dungeon point conversion and Magic Banker

🔮 Deep Mod Integrations (all optional)

STAT Mod unified magic tree rendered from its real resources

The unified magic tree contains 246 nodes across 9 schools, with branch progression, spell unlocks, school points, stat requirements, and optional Tensura race affinities. The 4K overview above is rendered directly from the same node positions, connections, and spell icons used in game.

STAT Mod spell codex

ModIntegration
Iron's SpellbooksUnified magic tree (246 nodes, 9 schools), mana bridge, dungeon mage mobs
Tensura ReincarnatedRace stat modifiers, soul-level sync, skill perk gates
Pufferfish's SkillsMirror UI for the perk tree
Epic FightSkill gating & scaling (experimental)
OvergearedForging stat gates, universal forge recipes
Waystones / Lootr / L2 Hostility / PlayerRevive / FTB TeamsDungeon checkpoints, per-player loot, difficulty scaling, bleed-out revive, team conquest

The mod works fully standalone — integrations light up automatically when the companion mods are present.

Trial Dungeon treasure floor

📋 Requirements

  • Minecraft 1.21.1
  • NeoForge 21.1+
  • Java 21

🌍 Languages

English & Français


Report issues on the GitHub repository.

Галерея

Floor 0 - Adventurers CityComplete Skill TreeUnified Magic TreeTrial Dungeon Systems

Последние версии

Все версии →
beta

STAT Mod 1.2.1

1.2.1
13 июл. 2026 г.223Minecraft: 1.21.1neoforge
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Что нового
# Changelog ## [1.2.1] - 2026-07-13 ### Added - **Adventurers' City (floor 0)** expanded with denser districts, decorated interiors, a protected duel arena, spectator stands, PvP isolation, bounty/merchant NPCs, and dedicated warrior, archer, and mage training grounds with real training dummies - **Room encounters** on combat floors: enemies now spawn progressively when players enter each required room instead of loading the whole floor as one global wave - Explicit normal, elite, and boss roles for dungeon health scaling ### Changed - Dungeon monster health now scales from **x3 at floor 1** to **x15 at floor 100**, continuing through the Abyss up to x25; elites receive x1.25 and bosses x1.5 - Combat floors are completed only after every required room encounter is cleared - STAT Mod version advanced to 1.2.1 for Minecraft 1.21.1 / NeoForge 21.1+ ### Fixed - Long Iron's Spellbooks casts being repeatedly cancelled when another mod refreshed durability or components on the same equipped casting item - Tensura spell metadata queried before registry initialization no longer remains cached as an incorrect instant, zero-tick cast - Dungeon health modifiers no longer stack or fully heal damaged mobs when reapplied --- ## [1.2.0-public] - 2026-07-12 — First public release (Modrinth + CurseForge) ### Added - **Trial Dungeon**: endless procedural dungeon dimension — 100 rotating themes across 10 arcs, serpentine room-chain floors, giant open-sky boss arenas with a 40+ boss altar roster, treasure vaults, secret rooms, ultra-secret relic sanctuaries, command-block traps - **Dungeon Rush**: kill combos, jackpots, flawless-floor bonuses, personal records - **Dungeon points economy**: kills → points → currency exchange; physical FDP currency (coins & notes), magic banker, SDM shop bridge with detailed catalog - **Dungeon mage mobs** with real caster AI (modeled on Iron's wizard AI): kiting with player-facing backpedal, spell telegraphs (sound + particles), line-of-sight checks, distance-scaled cast cadence, hit retaliation, squad cohesion — and counterplay: hitting a casting mage interrupts its spell - Natural mage squads from floor 3+ (wither mages 15+), always escorted by a tank knight and an archer - Team co-op dungeon conquest (FTB Teams): shared unlocks, assist points - PlayerRevive, Waystones, Lootr, L2 Hostility dungeon integrations ### Fixed - Custom mage spawn eggs: NBT now nested under NeoForgeData + spawn-guard authorization (mobs previously vanished on spawn) - Mage AI lost on chunk reload/restart (goal re-attached via in-memory guard) - Invalid Iron's Spellbooks spell ids (ice_storm → blizzard, summon_skeleton → raise_dead) - Natural mage wave conversion was dead code with a full modpack installed --- ## [1.2.0] - 2026-06-21 ### Added - Unified magic tree — Iron's Spellbooks Phase 1 (common trunk + Fire school active) - 8 magic schools structurally present (locked, pending Phase 2) - Arcane and school point system with persistence - IronSpellEventBridge for event-driven spell casting - Puffish Skills mirror UI for magic tree - `/magic` command for tree management - Magic node unlock/gating with race affinity cost adjustment - Client-side magic tree cache with sync on join ### Fixed - Audit M1 — 10 critical/important/minor fixes from code review (065d57a) - SwordSoaringClientModEventsMixin cleanup - Magic state sync on player join/respawn ### Changed - Port NeoForge 1.21.1 finalized (zero Forge residuals in src/) - Perk gating integrates with Tensura skill level - Build CI targets JDK 21, NeoForge 1.21.1 --- ## [1.1.0] - 2026-06-04 ### Added - Full config externalization: XP rates, perk thresholds, skill levels, thirst rates, weapon XP, cooldown multiplier - `README.md` with installation, commands, and progression documentation - `CHANGELOG.md` (this file) ### Fixed - **StatPassiveSkill UUID collision**: Each stat+tier now has a unique UUID, preventing passives from overwriting each other - **LevelUpHandler**: Particle effects now trigger correctly per milestone level - **FatigueHandler**: Config values are now read once at load instead of every tick - **System.currentTimeMillis()**: Replaced with server game ticks in `StatActiveSkill` and mana blocking for deterministic cooldowns - **ThirstHandler**: All thirst rates are now configurable - **PerkTickHandler**: Added early return when player has no perks ### Removed - Stale `META-INF/mods.toml` at project root (WeaponsOfMiracles artifact) ### Changed - Perk tier thresholds now read from config (were hardcoded 20/50/80) - Skill unlock levels now read from config (were hardcoded 20/50/80/100) - XP formula multiplier configurable (was hardcoded 50) - Weapon mastery max level configurable (was hardcoded 50) --- ## [1.0.0] - 2026-05-27 ### Initial Release - 23 character stats across 5 categories - 60+ Epic Fight custom skills - 42 perks (3 per stat) - Fatigue system with 7 debuff thresholds - Thirst system with dehydration effects - Weapon mastery for 13 weapon types - Mana pool system - 48-minute day cycle - Adrenaline potions and effect - Full French and English localization - `/statmod` admin command with list/get/set/xp/reset - Character Screen (P) and Perk Screen (O) - HUD: fatigue bar, global level overlay, combo counter - ParCool integration - AAA Particles integration
beta

STAT Mod 1.2.0

1.2.0
12 июл. 2026 г.25Minecraft: 1.21.1neoforge
Скачать
Что нового
# Changelog ## [1.2.0] - 2026-06-21 ### Added - Unified magic tree — Iron's Spellbooks Phase 1 (common trunk + Fire school active) - 8 magic schools structurally present (locked, pending Phase 2) - Arcane and school point system with persistence - IronSpellEventBridge for event-driven spell casting - Puffish Skills mirror UI for magic tree - `/magic` command for tree management - Magic node unlock/gating with race affinity cost adjustment - Client-side magic tree cache with sync on join ### Fixed - Audit M1 — 10 critical/important/minor fixes from code review (065d57a) - SwordSoaringClientModEventsMixin cleanup - Magic state sync on player join/respawn ### Changed - Port NeoForge 1.21.1 finalized (zero Forge residuals in src/) - Perk gating integrates with Tensura skill level - Build CI targets JDK 21, NeoForge 1.21.1 --- ## [1.1.0] - 2026-06-04 ### Added - Full config externalization: XP rates, perk thresholds, skill levels, thirst rates, weapon XP, cooldown multiplier - `README.md` with installation, commands, and progression documentation - `CHANGELOG.md` (this file) ### Fixed - **StatPassiveSkill UUID collision**: Each stat+tier now has a unique UUID, preventing passives from overwriting each other - **LevelUpHandler**: Particle effects now trigger correctly per milestone level - **FatigueHandler**: Config values are now read once at load instead of every tick - **System.currentTimeMillis()**: Replaced with server game ticks in `StatActiveSkill` and mana blocking for deterministic cooldowns - **ThirstHandler**: All thirst rates are now configurable - **PerkTickHandler**: Added early return when player has no perks ### Removed - Stale `META-INF/mods.toml` at project root (WeaponsOfMiracles artifact) ### Changed - Perk tier thresholds now read from config (were hardcoded 20/50/80) - Skill unlock levels now read from config (were hardcoded 20/50/80/100) - XP formula multiplier configurable (was hardcoded 50) - Weapon mastery max level configurable (was hardcoded 50) --- ## [1.0.0] - 2026-05-27 ### Initial Release - 23 character stats across 5 categories - 60+ Epic Fight custom skills - 42 perks (3 per stat) - Fatigue system with 7 debuff thresholds - Thirst system with dehydration effects - Weapon mastery for 13 weapon types - Mana pool system - 48-minute day cycle - Adrenaline potions and effect - Full French and English localization - `/statmod` admin command with list/get/set/xp/reset - Character Screen (P) and Perk Screen (O) - HUD: fatigue bar, global level overlay, combo counter - ParCool integration - AAA Particles integration